User Guide
G)ive
This is the universal gesture of friendship. Sometimes a monster is not interested in
trading, or has no gold with which to buy. In this case, it is often necessary to give the
monster something, should you feel it necessary to put the object in question in its
hands. Of course, the creature will usually keep the object, so don't give it everything
you own! As was said before, it can be a very friendly gesture, and often it is the only
way to make friends with someone. If the monster however hates your guts, it might
just think of you as suckers and attack anyway.
S)teal
Aahh the life of the artful dodger! Here, we finally see our Thief or Ninja at his or her
best, attempting to relieve the encountered creature of any interesting items or gold it
may be carrying. Of course, if your character gets caught, the monster will usually
attack and will view the party in an unfavorable light from then on. It is best to be careful
from just whom one filches. Then again, come to think of it, some monsters have been
known to get caught dipping their fingers into a party member's purse as well!
K)atu
Katu casts the Priest spell of Charm. Depending upon the level of the caster, Katu
will attempt to sooth the savage beast. If it works, the monster will at least regard the
party in a neutral light, if not a favorable one. This option is extremely useful with
otherwise hostile entities. Often, if given an amount of gold, or perhaps an item
while under the influence of a Charm spell, the monster will regard the party as
friends should next you meet again.
F)ight
Then again, if you feel the world is better off without this creature, or it seems to be
standing in your way, or you're in a killing mood and you have an upset stomach, you
might just have to get rid of it the hard way. If this option is selected, the regular
combat options discussed earlier will be presented.
L)eave
Leave terminates the encounter, and allows your party to go about its merry way.
Lowering your Insurance Premiums
The first rule of the successful Wizardry player is "Thee who turns and runs away,
lives to run another day." Don't be ashamed to run from encounters where the
monsters have the upper-hand. When first starting out, run back to the Castle often
(even after each encounter) to rest, replenish your spells, and heal your wounded.
Never go deeper into the Dungeon until you are quite comfortable on the current
level. Avoid the temptation to take on "just one more encounter."
Use your spell-casting characters wisely. When you are fighting your first few groups of
monsters, cast a Katino spell, knocking out the opposition so that you'll have plenty of leisure
time in which to eliminate them. Naturally, this will not work against certain monsters, and
you'll have to run away from these creatures until you become more powerful.
If your characters become poisoned, and you don't have magical means to cure them,
run for the Castle as quickly as you can! Keep an eye on the victim's hit points! If
they go down to 1 or 2, go to Camp and cast a healing spell if you have one. If you
get any monster encounters on your way back, run away. You lose hit points by
poison much faster in combat.
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Heart of the Maelstrom